Latest revision as of 13:55, 6 March 2018

Contents

Most homing missile bearing units are now more intelligent about when they fire their missiles. A pack of Scalpels is now smart enough to figure out the most prudent method of killing a lone flea. The following units have gained this skill:
Defender, Hacksaw, Chainsaw, Screamer, Crasher, Angler, Flail, Tarantula, Swift, Rapier, Trident, Puppy, Scalpel.

Puppy and Scalpel know how bad they are against fast moving units (Planes, Crane, Blastwing, Gnat and Banshee) so fire willy-nilly at them in the hope that one of them hits.

Their intelligence has some drawbacks. Units are still not able to outsmart the confusing 3D nature of shields and as such completely ignore their existence (Scalpels may end up looking stupid when up against a lone Thug). Luckily armour is taken into account. Sometimes you may want to throw away finesse and just fire all the missiles, for this purpose there is a state toggle.

Relatively low reload time units such as Vandal and Slasher were considered not worth smartifying. This could change in the future.

The tooltip while placing structures now shows an estimated payback time from overdrive for energy structures. Mexes show how long it takes for them to pay for themselves with just their base extraction.

* Bombers no are no longer forced to fly straight for a few seconds after takeoff. This was especially bad for Raven and it would sometimes become stuck.
* Racketeer missiles timeout faster after they miss and do not accelerate to ridiculous speeds.
* Sonar Station, Radar, Advanced Radar and Sneaky Pete lose their abilities when reclaimed.
* Initial queue is now disabled for spectators before the game starts.
* Fixed some invisible units in dev engine.
* Sumo range ring now matches its actual range.
* Krow no longer sometimes causes dust while under construction.
* Tweaked many damage values slightly to make them nice round numbers.
* Terraform construction points are no longer killed by lava (or, in fact, anything).